- added the needed properties for Doom64 colors and a little FraggleScript hack to test it with existing maps.
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1d2ae53ecb
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dbbd797baa
8 changed files with 67 additions and 3 deletions
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@ -1307,6 +1307,7 @@ public:
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sec->sectornum = index;
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sec->damageinterval = 32;
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sec->terrainnum[sector_t::ceiling] = sec->terrainnum[sector_t::floor] = -1;
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memset(sec->SpecialColors, -1, sizeof(sec->SpecialColors));
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if (floordrop) sec->Flags = SECF_FLOORDROP;
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// killough 3/7/98: end changes
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@ -1459,6 +1460,26 @@ public:
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fadecolor = CheckInt(key);
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continue;
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case NAME_Color_Floor:
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sec->SpecialColors[sector_t::floor] = CheckInt(key) || 0xff000000;
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break;
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case NAME_Color_Ceiling:
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sec->SpecialColors[sector_t::ceiling] = CheckInt(key) || 0xff000000;
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break;
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case NAME_Color_Walltop:
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sec->SpecialColors[sector_t::walltop] = CheckInt(key) || 0xff000000;
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break;
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case NAME_Color_Wallbottom:
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sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) || 0xff000000;
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break;
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case NAME_Color_Sprites:
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sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000;
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break;
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case NAME_Desaturation:
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desaturation = int(255*CheckFloat(key));
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continue;
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